2.5-4% Bonus Critical Chance on Chained Hit. Stacks 5 times.
12-24% Rending on Enemy Weak Spot Hit for 3.5s. Stacks 5 times.
Target receives up to 2-8 Stacks of 2.5% Brittleness, scaling with charge time of Secondary Attack. Debuff lasts for 5 seconds and can have a maximum of 16 stacks.
-8.5--5.5% Charge Time on Chained Secondary Attack. Stacks 3 times.
UPDATE NOTES:
I've been pretty impressed with the additions to Psyker, I found I was able to keep the same core of weapons for this build and upgrade where they fell short. The main issue with the Trauma Staff (inaptly renamed to "Voidblast Force Staff) was base damage with charged attacks; while it had extreme knockover and armour-shredding potential it fell short with killing blow potential. With these new Talents, the staves in this game have a lot of unlocked potential, partnered with the update to Empowered Psyonics, the psyker feels more rounded out with Tard Wranglers like myself in mind.
It at least feels that way.
Pros:
Cons:
Tonnes of Single Target Damage, use with Uncanny Strike and Shred to deal with Armour.
Crits from Shred proc. EMPATHETIC EVASION!!!! which will make you dodge for one second, letting you swing away and deal with whatever BS you're swinging or poking at.
Essential for finishing off specials + elites quickly once knocked over [and stripped of armour]
---{Melee Alternative(s)} ---
Run Mercy Killer and Lacerate for tonnes of extra weak-spot damage, makes it a lot easier to move around to support players and get out of trouble if all else fails defensively.
Rending and Flurry are Meta and always have been, Nexus and Fire is nice but the armour stripping is so much more utilitarian and applies better to the support theme wer're going for here. You're gonna top damage either way + Trauma isn't really made for elite kills per se.
Your main goal is to knock shit over and poke their weak-spot, otherwise you're clearing out hordes slowly while your team finishes them off. It's really a swiss army knife and is meant to debuff, kill, and create space at the same time.
Blessings:
Wound + Health/Toughness + Stamina
Perks:
Toughness is taken care of in Talents so you want stamina regen, sprint efficiency, and block efficiency. For extra perks I usually run Toughness, health, and toughness regen.
Positioning:
You can go basically anywhere with this, if caught out you have several options for saving yourself and your team. If running knife you can effectively be a field medic, running around squashing stuff while saving teammates. If you gauge out that your team is pretty self-sufficient then you can enjoy yourself and run off. You're almost like a game ranger, walking the map and checking up on all your pets that you also incidentally murder.
Ideally, the closer you are to your team, the more you're actually supporting them so keep that in mind as your priority. Stay, leave, stay, leave etc. You can run ahead and create safe places to engage gunners by throwing up a shield, stun with smite then follow up with team that's arriving. Rend, knock over, you get the idea.
Speed/ Covering Ground
Armoured:
Trash/Hordes/Groaners/Poxwalkers
Mixed Hordes:
Maniacs: Axe-Wielders, Dogs, Mutants etc. :
Bursters:
Push is best, smite is better when they're in a crowd, right click smite then push.
Dogs:
You can stagger with your staff from far away then poke them up close.
Pushblocking is best too, smite, there's lots of options - Movement is king
The Rest...
Knock over then weakspot poke, smite groups and prioritize specials
Shield first for team toughness, then heavy attack the weak spot. Lots of dodging is made available to you
Boss easy-to-kill ability in order from Easiest to Hardest:
Replenish toughness passively and actively by getting warp-kills, generating peril, and quelling peril.
Still an excellent panic button and room-chill-the-fuck-out-er tool in your belt. You can also use some tech with sliding and left-clicking scary shit to close the distance and get a free headpoke in early. Great for chasing down fleeing specials.
Psykinetics Aura + Malefic Momentum for 5% cooldown reduction on special kills and the newly updated momentum gives 4+ (5 Stacks up to 20%) damage boost on warp and non-warp kills for their respective opposite category. This gives a lot of combo potential. e.g. a horde with mixed specials can be cleared out with Trauma giving melee boost with you finishing off specials with Dueling Sword. But of course this is one of many situations, you could kill a couple specials then finish off a trash horde with your staff.
Take lightning speed to get crack of bone, great for quelling peril. Take one with the warp down to...
Take Becalming eruption, allows for staff spam after knocking over crowds, clearing them out when smite won't work fast enough. Saves from nutting too
Solidity for toughness build-up and Puppet master to help vets keep their damage boost on specials when running ahead as well as proc'ing psykinetic's aura. Warp rider for smite and staff damage and finally..
Feedback welcome
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